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青少年网络成瘾自评与临床诊断的不相符。

Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents.

机构信息

Department of Preventive Medicine, College of Medicine, The Catholic University of Korea, Seoul, Korea.

Department of Psychiatry, College of Medicine, The Catholic University of Korea, Seoul, Korea.

出版信息

Sci Rep. 2018 Jul 4;8(1):10084. doi: 10.1038/s41598-018-28478-8.

Abstract

This study aimed to estimate overreporting (the false positive) and underreporting (false negative) rates in self-reported IGD assessment compared with clinical diagnosed IGD. The study population consisted of 45 with IGD and 228 without IGD based on clinical diagnosis from the Internet User Cohort for Unbiased Recognition of Gaming Disorder in Early Adolescence (iCURE) study. All participants completed self-reported IGD assessments. Clinical interviews were conducted blindly by trained mental health professionals based on DSM-5 IGD criteria. Self-assessed average daily amount of gaming time and game genre were measured. Psychological characteristics, including anxiety, suicidality, aggression, self-control, self-esteem, and family support, were obtained from the baseline survey. The false-negative rate for self-reported IGD assessment was 44%. The false-negative group reported less time playing online games than the IGD group, though their psychological characteristics were similar to those of the IGD group. The false-positive rate was 9.6%. They reported more time playing online games than non-IGD group, though their psychological characteristics were similar to those of non-IGD group except self-control. The discrepancy of IGD diagnoses between self-reports and clinical diagnosis revealed limitations of self-measurements. Various strategies are required to overcome the methodological shortfalls of self-reports for the assessment of IGD.

摘要

本研究旨在估计与临床诊断的 IGD 相比,自我报告的 IGD 评估中的虚报(假阳性)和漏报(假阴性)率。研究人群由基于互联网用户队列对青少年早期游戏障碍进行无偏识别(iCURE)研究的临床诊断的 45 名 IGD 患者和 228 名非 IGD 患者组成。所有参与者都完成了自我报告的 IGD 评估。临床访谈由经过培训的心理健康专业人员根据 DSM-5 IGD 标准进行盲法评估。自我评估的平均每日游戏时间和游戏类型都进行了测量。心理特征,包括焦虑、自杀意念、攻击性、自我控制、自尊和家庭支持,都来自于基线调查。自我报告的 IGD 评估的假阴性率为 44%。假阴性组报告的在线游戏时间比 IGD 组少,尽管他们的心理特征与 IGD 组相似。假阳性率为 9.6%。他们报告的在线游戏时间比非 IGD 组多,尽管他们的心理特征与非 IGD 组相似,除了自我控制。自我报告和临床诊断之间的 IGD 诊断差异揭示了自我测量的局限性。需要各种策略来克服自我报告评估 IGD 方法学上的缺陷。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c5f0/6031690/7b2371ae3b5d/41598_2018_28478_Fig1_HTML.jpg

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